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Text File | 1996-09-05 | 23.4 KB | 1,062 lines |
- /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
- Air bubbles. They disappear
- in Deathmatch.
- */
- /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Buzzing light. Sound.
- */
- /*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Dripping sound.
- */
- /*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Drone sound.
- */
- /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Computer sound.
- */
- /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Fluorescent light sound.
- */
- /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Wind sound.
- */
- /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Swamp sound 1.
- */
- /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Swamp sound 2.
- */
- /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Thunder sound.
- */
- /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
- Just for boss level. Used for
- killing Cthon.
- */
- /*QUAKED func_bossgate (0 .5 .8) ?
- This bmodel appears unless players
- have all of the episode sigils.
- Used to close the floor in start.map
- (stairs to Shub).
- */
- /*QUAKED func_button (0 .5 .8) ?
- When a button is touched, it moves
- some distance in the direction of
- it's angle, triggers all of it's targets,
- waits some time, then returns to
- it's original position where it can be
- triggered again.
-
- Keys:
- "angle"
- determines the opening direction
- "target"
- all entities with a matching
- targetname will be used
- "killtarget"
- kills matching targets when fired
- "speed"
- default is 40
- "delay"
- waits # seconds before firing
- "wait"
- default is 1 (-1 = never return)
- "lip"
- override the default 4 pixel lip
- remaining at end of move
- "health"
- if set, the button must be killed
- instead of touched
- "message"
- centerprints message to activator
- "sounds"
- 0 = steam metal
- 1 = wooden clunk
- 2 = metallic click
- 3 = in-out
- */
- /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
- If two doors touch, they are
- assumed to be connected and
- operate as a unit.
-
- Key doors are always wait -1.
-
- Flags:
- "start_open"
- causes the door to move to its
- destination and operate in
- reverse. used to close areas
- when triggered.
- the entity will be lighted in
- closed postion, but spawned
- in the open position.
- "x"
- this flag has been removed
- "door_dont_link"
- even if doors touch they won't
- be treated as a unit.
- "gold_key"
- you need the gold key to open
- this door (check worldspawn!)
- "silver_key"
- you need the silver key to
- open this door (worldspawn!)
- "toggle"
- causes the door to wait in both
- the start and end states for a
- trigger event
-
- Keys:
- "message"
- is printed when the door is touched
- if it is a trigger door and it hasn't
- been fired yet
- "angle"
- determines the opening direction
- "targetname"
- if set, no touch field will be
- spawned and a remote button or
- trigger field activates the door.
- "target"
- all matching entities will be used
- "killtarget"
- all matching entities will be
- removed when fired
- "health"
- if set, door must be shot open
- "speed"
- movement speed (100 default)
- "wait"
- wait before returning (3 is default,
- -1 = never return)
- "delay"
- waits # seconds before firing
- matching targets
- "lip"
- lip remaining at end of move
- 8 is default
- "dmg"
- damage to inflict when blocked
- 2 is default
- "sounds"
- 0 = no sound
- 1 = stone
- 2 = base
- 3 = stone chain
- 4 = screechy metal
- */
- /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
- Basic secret door. Slides back,
- then to the side. Angle determines
- direction.
-
- Flags:
- "open_once"
- stays open when triggered
- "1st_left"
- 1st move is left of arrow
- "1st_down"
- 1st move is down from arrow
- "no_shoot"
- only opened by trigger
- "always_shoot"
- even if targeted, keep shootable
-
- Keys:
- "target"
- all matching targets will be used
- "killtarget"
- all matching entities will be
- removed
- "wait"
- # of seconds before coming back
- "delay"
- waits # seconds before firing
- its targets
- "t_width"
- override Width to move back
- (or height if going down)
- "t_length"
- override Length to move sideways
- "dmg"
- damage to inflict when blocked
- (2 default)
- "message"
- prints message when touched
-
- If a secret door has a targetname,
- it will only be opened by it's button
- or trigger, not by damage.
-
- "sounds"
- 1 = medieval
- 2 = metal
- 3 = base
- */
- /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
- This bmodel will appear if the
- episode has already been
- completed, so players can't
- reenter it.
- */
- /*QUAKED func_illusionary (0 .5 .8) ?
- A simple entity that looks solid
- but lets you walk through it.
- Does not block light.
- */
- /*QUAKED func_wall (0 .5 .8) ?
- This is just a solid wall if not
- inhibitted.
-
- Changes its texture(s) to alternate
- ones (e.g. basebtn), if targetted.
- */
- /*QUAKED func_train (0 .5 .8) ?
- Trains are moving platforms that
- players can ride. The target's origin
- specifies the min point of the train
- at each corner. The train spawns
- at the first target it is pointing at.
-
- Use path_corner as targets.
-
- To stop a train entity, make the
- the last path_corner Wait -1.
-
- If the train itself is the target of a
- button or trigger, it will not begin
- moving until activated.
-
- Keys:
- "speed"
- moving speed, default is 100
- "dmg"
- damage, default is 2
- "sounds"
- 1 = ratchet metal
- */
- /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
- Plats are always drawn in the
- extended position, so they will
- light correctly.
-
- If the plat is the target of another
- trigger or button, it will start out
- disabled in the extended position
- until it is triggered, when it will lower
- and become a normal plat.
-
- Flags:
- "plat_low_trigger"
- plat will only be triggered when in
- lowered position
-
- Keys:
- "speed"
- moving speed, default is 150
- "height"
- determines the amount the plat
- moves, instead of being implicitly
- determined by the model's height.
- "sounds"
- 1 = base fast
- 2 = chain slow
- */
- /*QUAKED func_dm_only (.0 .0 1.0) ?
- A teleporter that only appears in
- deathmatch.
- */
- /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
- Invisible entity. Used as a positional
- target for spotlights, etc.
- Removes itself.
- */
- /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
- Invisible entity. Used as a positional
- target for lightning.
- */
- /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
- This is the camera point for the
- intermission. Use mangle instead
- of angle, so you can set pitch or roll
- as well as yaw. 'pitch roll yaw'
- Quake does a random pick if more
- than one exists.
- If no info_intermission entity is set,
- Quake uses the player start.
-
- Keys:
- "mangle"
- set 'pitch roll yaw'
- */
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
- The normal starting point for a level.
- Only one is allowed.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
- Potential spawning position(s) for
- deathmatch games.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
- Potential spawning position(s) for
- coop games.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
- Only used on start map for the
- return point from an episode.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
- This is the destination marker for a
- teleporter.
-
- Keys:
- "targetname"
- value used by teleporter
- "angle"
- new view angle after teleporting
- */
- /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG
- 6 ammo points (cells) for the
- Thunderbolt (Lightning).
-
- Flags:
- "big"
- gives 12 instead of 6
- */
- /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG
- 5 ammo points (rockets) for the
- Rocket/Grenade Launcher.
-
- Flags:
- "big"
- gives 10 instead of 5
- */
- /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG
- 20 shells for both Shotgun and
- SuperShotgun.
-
- Flags:
- "big"
- gives 40 instead of 20
- */
- /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG
- 25 ammo points (spikes) for
- Perforator and Super Perforator.
-
- Flags:
- "big"
- gives 50 instead of 25
- */
- /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH
- Health box. Normally gives 25 points.
-
- Flags:
- "rotten"
- gives 5-10 points
- "megahealth"
- will add 100 health, then rot you
- down to your maximum health limit,
- one point per second
- */
- /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player takes no damage from water
- or slime for 30 seconds.
- */
- /*QUAKED item_artifact_super_damage (0.5 0.0 0.0) (-8 -8 -8) (8 8 24)
- Quad Damage. Lasts 30 seconds.
- */
- /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invulnerable for 30 seconds.
- */
- /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invisible for 30 seconds.
- */
- /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
- The next attack from the player will
- do 4x damage. Lasts 30 seconds.
- */
- /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
- Red armor, gives 200 armor points.
- */
- /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
- Yellow armor, gives 150 points.
- */
- /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
- Green armor, gives 100 points.
- */
- /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
- SILVER key.
-
- In order for keys to work you
- MUST set your maps worldtype
- (see worldspawn).
- */
- /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
- GOLD key.
-
- In order for keys to work you
- MUST set your maps worldtype
- (see worldspawn).
- */
- /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
- End of episode sigil.
-
- Flags:
- sets episode
- */
- /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Non-displayed light. If targeted, it
- will toggle between on or off.
-
- Flags:
- "start_off"
- starts off until triggered
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
- Short wall torch.
-
- Keys:
- "light"
- sets brightness, 200 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
- Large yellow flames.
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Small yellow flames.
-
- Flags:
- "start_off"
- starts off until triggered
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
- Small white flames.
-
- Flags:
- "start_off"
- starts off until triggered
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Non-displayed light. Makes steady
- fluorescent humming sound.
-
- Flags:
- "start_off"
- starts off until triggered
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
- Non-displayed light. Makes
- sparking, broken fluorescent
- sound.
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 10 is default
- */
- /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
- Sphere globe light (sprite).
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
- For optimization testing, starts
- a lot of sounds. Not very useful.
- */
- /*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
- Enforcer, 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
- Hell Knight, 250 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
- Grunt, 30 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH
- Dog (Rottweiler), 25 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
- Ogre, 200 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
- Knight, 75 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) CRUCIFIED AMBUSH
- Zombie, 60 health points.
- If crucified, stick the bounding
- box 12 pixels back into a wall to
- look right.
-
- Flags:
- "crucified"
- :-)
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
- Scrag (Wizard), 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
- Fiend (Demon), 300 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
- Shub-Niggurath, 40000 health points.
- Most likely killed by teleport frag.
- */
- /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
- Shambler, 600 health points.
- Rockets only have half damage
- when hitting the Shambler.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH
- Vore (Shalrath), 400 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
- Cthon (Boss of Shareware Quake)
- Only event_lightning can kill him.
- */
- /*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH
- Spawn (Tarbaby), 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH
- Rotfish, 25 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
- This is used for the final boss.
- Flying ball needed to teleport
- kill Shub-Niggurath.
- */
- /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
- Lava Ball.
-
- Keys:
- "speed"
- speed of ball, default is 1000
- */
- /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
- Exploding box.
- */
- /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
- Smaller exploding box.
- */
- /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
- Prints a warning message and its
- position (to console) when spawned.
- Removes itself after doing this.
- */
- /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
- Monsters will continue walking
- towards the next target corner.
- Also used by func_train.
- */
- /*QUAKED test_teleport (0 .5 .8) ?
- Teleporter testing. For
- testing only. Don't use it.
- */
- /*QUAKED test_fodder (0 .5 .8) ?
- Beating guy? For testing
- only. Never used in Quake.
- Don't use it.
- */
- /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
- When triggered, fires a spike in
- the direction determined by angle.
-
- Flags:
- "superspike"
- fires large spikes
- "laser"
- fires laser
-
- Keys:
- "angle"
- angle to fire
- */
- /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
- Continuously fires spikes.
-
- Flags:
- "superspike"
- fires large spikes
- "laser"
- fires laser
-
- Keys:
- "angle"
- angle to fire
- "wait"
- time between spikes (1.0 default)
- "nextthink"
- delay before firing first spike,
- so multiple shooters can be
- stagered
- */
- /*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT
- Any object touching this will be
- transported to the corresponding
- info_teleport_destination entity.
-
- Flags:
- "player_only"
- only players will teleport
- "silent"
- silences teleporting
- */
- /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
- When the player touches this, he
- gets sent to the map listed in the
- "map" variable. The view will go to
- the info_intermission spot and
- display stats.
-
- Keys:
- "map"
- set to name of next map
- (e.g. e1m1) if no map is set,
- the current map will be restartet
-
- Flags:
- "no_intermission"
- bypasses intermission screen
- */
- /*QUAKED trigger_setskill (0.5 0.0 0.5) ?
- Sets skill level to the value of
- "message". Only used on start
- map.
-
- Keys:
- "message"
- sets skill level
- 0 = easy
- 1 = normal
- 2 = hard
- 3 = nightmare
- */
- /*QUAKED trigger_counter (0.5 0.0 0.5) ? NOMESSAGE
- Acts as an intermediary for an action
- that takes multiple inputs.
- If nomessage is not set, it will
- print "1 more.. " etc when triggered
- and "sequence complete" when
- finished. After the counter has been
- triggered "count" times, it will fire all
- of it's targets and remove itself.
-
- It's a once-only trigger (i.e. Wait is
- always -1).
-
- Flags:
- "nomessage"
- disables count display
-
- Keys:
- "count"
- number of triggers needed to fire
- own target, default is 2
- "message"
- prints message after completing
- the sequence. if no delay is set,
- this message overwrites standard
- 'sequence completed' message.
- "delay"
- waits # seconds before firing
- targets/writing message
- "target"
- targets to fire
- "killtarget"
- targets to remove when fired
- */
- /*QUAKED trigger_once (0.5 0.0 0.5) ? NOTOUCH
- Variable sized trigger. Triggers
- once, then removes itself.
-
- It's the same as trigger_multiple, but
- Wait is always -1.
-
- Flags:
- "notouch"
- only triggered by other entities, not
- by touching
-
- Keys:
- "health"
- button must be killed to activate
- "angle"
- the trigger will only fire when
- someone is facing the direction of
- the angle, use "360" for angle 0.
- "sounds"
- 1 = secret
- 2 = beep beep
- 3 = large switch
- "message"
- displayed text when fired
- "delay"
- delay before firing (after trigger)
- "target"
- targets to fire when fired
- "killtarget"
- targets to remove when fired
- */
- /*QUAKED trigger_multiple (0.5 0.0 0.5) ? NOTOUCH
- Variable sized repeatable trigger.
- Must be targeted at one or more
- entities.
-
- Flags:
- "notouch"
- only triggered by other entities, not
- by touching
-
- Keys:
- "health"
- button must be killed to activate
- "angle"
- the trigger will only fire when
- someone is facing the direction of
- the angle, use "360" for angle 0.
- "sounds"
- 1 = secret
- 2 = beep beep
- 3 = large switch
- "message"
- displayed text when fired
- "delay"
- delay before firing (after trigger)
- "wait"
- delay between triggerings
- default is 0.2
- "target"
- targets to fire when fired
- "killtarget"
- targets to remove when fired
- */
- /*QUAKED trigger_onlyregistered (0.5 0.0 0.5) ?
- Only fires if playing the registered
- version, otherwise prints the message.
-
- Keys:
- "message"
- message to print when playing
- the shareware version.
- */
- /*QUAKED trigger_secret (0.5 0.0 0.5) ?
- Secret counter trigger.
-
- Keys:
- "message"
- message to display when
- triggered
- "sounds"
- 1 = secret
- 2 = beep beep
- "delay"
- waits # seconds before displaying
- message/firing targets
- "target"
- targets to fire when fired
- "killtarget"
- targets to remove when fired
- */
- /*QUAKED trigger_monsterjump (0.5 0.0 0.5) ?
- Walking monsters that touch this
- will jump in the direction of the
- trigger's angle.
-
- Keys:
- "angle"
- angle towards the monster jumps
- "speed"
- the speed thrown forward
- default is 200
- "height"
- the speed thrown upwards
- default is 200
- */
- /*QUAKED trigger_relay (0.5 0.0 0.5) ?
- This fixed size trigger cannot be
- touched, it can only be fired by
- other events.
-
- Keys:
- "killtarget"
- removes target
- "target"
- fires target when triggered
- "delay"
- delay before firing (after trigger)
- "message"
- displayed when fired
- */
- /*QUAKED trigger_hurt (0.5 0.0 0.5) ?
- Any object touching this will be hurt.
-
- Keys:
- "dmg"
- sets damage, default is 5
- */
- /*QUAKED trigger_push (0.5 0.0 0.5) ? PUSH_ONCE
- Pushes the player and Grenades.
- Use this to create wind tunnels
- and currents.
-
- Flags:
- "push_once"
- removes itself after firing
-
- Keys:
- "speed"
- speed of push, default is 1000
- "angle"
- direction of push
- (-2 is down, -1 up)
- */
- /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
- A model will be spawned at
- the position of this entity.
- (default = player)
-
- Just for debugging.
- Don't use.
-
- Use the console commands
- 'viewmodel', 'viewframe',
- 'viewnext', 'viewprev' to
- view frames of model.
- */
- /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
- SuperShotgun.
- */
- /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- Perforator (Nailgun).
- */
- /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- Super Perforator (Super
- Nailgun).
- */
- /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- Grenade Launcher.
- */
- /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- Rocket Launcher.
- */
- /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
- Thunderbolt Cannon.
- */
- /*QUAKED worldspawn (0 0 0) ?
- Only used for the world entity.
- Should be only one per MAP.
-
- Keys:
- "wad"
- which graphics wad to use
- "message"
- sets the title of the map
- "worldtype"
- 0 = medieval
- 1 = metal
- 2 = base
- MUST be set when using keys!
- "sounds"
- CD track to play
- "light"
- default light level
- */
-